Hi @evs. I've been using your code to play with Spine. Thanks for the work you've done on this - it is a really handy tool and it's been going well until I tried changing the image attached to a bone (in the same way as is shown in Spine's second video with the foot image being changed). The moment I try that I get the following error:

@evs I'm using the code that you wrote but pointing it at my data folder, so all calls use upper case as you did. Image visibilty works ok in Spine but when I export the project and use it in Gideros translations, rotations and scaling all work but changing image visibility causes the crash.

My problem is that I don't understand what's going on in all the spine files, so I can't unravel it! I'll have a play with visibility in the demo project to see what that does.

@evs I'll check it out when I get some time. It was your original work on this that encouraged me to support the kickstarter project with $30 to get a full copy as it made it easy to incorporate it in Gideros projects.

There is a a new version of Sprite Helper 2 Pro which does all of what Sprite Helper did and now can also do skeletal animation. I shall post a review soon, but that should not stop anyone from checking it out anytime now. It exports these animation for Gideros, C*SDK, Cocos2D.

Hello,first thanks all for your portings.I have a question:how game performance are affected using Spine instead of raster sprites?Is there some degradation on some platform?

I know that spine make the game use less memory as there are less image to load, but i think that memory saving will hit the CPU mole... I'm most worried about mobile games. Have you got some intense project that use Spine and at the same time some complex game logic as intelligent enemies os particles?

With just the sample project without any changes running it on the desktop player after about 30-40seconds fps drops considerably down to a grinding halt and memory usage of the play increases dramatically.